const int MAGICBOWBONUS = 10;
const int MAGICCROSSBOWBONUS = 10;
 
instance ItRw_Arrow(C_Item)
{
	name = "Pfeil";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_BOW | ITEM_MULTI;
	value = Value_Pfeil;
	visual = "ItRw_Arrow.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_ARROW_HUNT(C_Item)
{
	name = "Markierter Eichenpfeil";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_BOW | ITEM_MULTI;
	value = Value_Pfeil;
	visual = "ItRw_Arrow_Hunt.3ds";
	material = MAT_WOOD;
	description = name;
	text[2] = "Der Buchstabe 'F' ist auf der Pfeilspitze eingepragt...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_ARROW_MYHUNT(C_Item)
{
	name = "Eichenpfeil";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_BOW | ITEM_MULTI;
	value = Value_Pfeil;
	visual = "ItRw_Arrow_MyHunt.3ds";
	material = MAT_WOOD;
	description = name;
	text[2] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Addon_MagicArrow(C_Item)
{
	name = "Magischer Pfeil";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_BOW | ITEM_MULTI;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ARROW";
	value = VALUE_MAGICPFEIL;
	visual = "ItRw_Arrow.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Addon_FireArrow(C_Item)
{
	name = "Feuerpfeil";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_BOW | ITEM_MULTI;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_FIREARROW";
	value = VALUE_FIREPFEIL;
	visual = "ItRw_Arrow.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Addon_MagicBolt(C_Item)
{
	name = "Magischer Bolzen";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_CROSSBOW | ITEM_MULTI;
	value = Value_Bolzen;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_BOLT";
	visual = "ItRw_Bolt.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_ADDON_MAGICBOLT_SHV(C_Item)
{
	name = "Bolzen des Vollstreckers";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_CROSSBOW | ITEM_MULTI;
	value = 500;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_BOLT";
	visual = "ItRw_SHVBolt.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_SHADOWBOW(C_Item)
{
	name = "Schattenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = 3500;
	damageTotal = 190;
	damagetype = DAM_POINT;
	munition = itrw_arrow_myhunt;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = 140;
	visual = "ItRw_Bow_H_05.mms";
	on_equip = equip_bow_veryheavy;
	on_unequip = unequip_bow_veryheavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[4] = "Dieser Bogen ist aus Eichenholz gefertigt...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bolt(C_Item)
{
	name = "Bolzen";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_CROSSBOW | ITEM_MULTI;
	value = Value_Bolzen;
	visual = "ItRw_Bolt.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_HOLYARROW(C_Item)
{
	name = "Geweihter Pfeil";
	mainflag = ITEM_KAT_MUN;
	flags = ITEM_BOW | ITEM_MULTI;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ARROW";
	value = 500;
	visual = "ItRw_HolyArrow.3ds";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_HOLYBOW(C_Item)
{
	name = "Heiliger Gesandter";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = 5000;
	damagetype = DAM_POINT;
	damageTotal = 150;
	on_equip = equip_holybow;
	on_unequip = unequip_holybow;
	munition = itrw_holyarrow;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_BOW";
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = 100;
	visual = "ItRw_Bow_H_04.mms";
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[4] = "Zum Schie?en werden geweihte Pfeile benotigt...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Mil_Crossbow(C_Item)
{
	name = "Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_MilArmbrust;
	damageTotal = Damage_MilArmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_MilArmbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_MilArmbrust;
	visual = "ItRw_Mil_Crossbow.mms";
	on_equip = equip_crossbow_light;
	on_unequip = unequip_crossbow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_MilArmbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Sld_Bow(C_Item)
{
	name = "Bogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_SldBogen;
	damageTotal = Damage_SldBogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_SldBogen;
	visual = "ItRw_Sld_Bow.mms";
	on_equip = equip_bow_medium;
	on_unequip = unequip_bow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_L_01(C_Item)
{
	name = "Kurzbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Kurzbogen;
	damageTotal = Damage_Kurzbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Kurzbogen;
	visual = "ItRw_Bow_L_01.mms";
	on_equip = equip_bow_light;
	on_unequip = unequip_bow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_L_02(C_Item)
{
	name = "Weidenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Weidenbogen;
	damageTotal = Damage_Weidenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Weidenbogen;
	visual = "ItRw_Bow_L_02.mms";
	on_equip = equip_bow_light;
	on_unequip = unequip_bow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_L_03(C_Item)
{
	name = "Jagdbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Jagdbogen;
	damageTotal = Damage_Jagdbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Jagdbogen;
	visual = "ItRw_Bow_M_01.mms";
	on_equip = equip_bow_light;
	on_unequip = unequip_bow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_BOSPBOW_L_03(C_Item)
{
	name = "Bogen des Fahrtensuchers";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = VALUE_JAGDBOGENBOSP;
	damageTotal = DAMAGE_JAGDBOGENBOSP;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = CONDITION_JAGDBOGENBOSP;
	visual = "ItRw_Bow_M_01.mms";
	on_equip = equip_bow_medium;
	on_unequip = unequip_bow_medium;
	description = name;
	text[0] = "Diesen Bogen schenkte mir Bosper...";
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_L_04(C_Item)
{
	name = "Ulmenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Ulmenbogen;
	damageTotal = Damage_Ulmenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Ulmenbogen;
	visual = "ItRw_Bow_M_02.mms";
	on_equip = equip_bow_medium;
	on_unequip = unequip_bow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_M_01(C_Item)
{
	name = "Kompositbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Kompositbogen;
	damageTotal = Damage_Kompositbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Kompositbogen;
	visual = "ItRw_Bow_M_01.mms";
	on_equip = equip_bow_medium;
	on_unequip = unequip_bow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_M_02(C_Item)
{
	name = "Eschenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Eschenbogen;
	damageTotal = Damage_Eschenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Eschenbogen;
	visual = "ItRw_Bow_M_02.mms";
	on_equip = equip_bow_medium;
	on_unequip = unequip_bow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_M_03(C_Item)
{
	name = "Langbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Langbogen;
	damageTotal = Damage_Langbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Langbogen;
	visual = "ItRw_Bow_M_03.mms";
	on_equip = equip_bow_medium;
	on_unequip = unequip_bow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_M_04(C_Item)
{
	name = "Buchenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Buchenbogen;
	damageTotal = Damage_Buchenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Buchenbogen;
	visual = "ItRw_Bow_M_04.mms";
	on_equip = equip_bow_heavy;
	on_unequip = unequip_bow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_H_01(C_Item)
{
	name = "Knochenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Knochenbogen;
	damageTotal = Damage_Knochenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Knochenbogen;
	visual = "ItRw_Bow_H_01.mms";
	on_equip = equip_bow_heavy;
	on_unequip = unequip_bow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_H_02(C_Item)
{
	name = "Eichenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Eichenbogen;
	damageTotal = Damage_Eichenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Eichenbogen;
	visual = "ItRw_Bow_H_02.mms";
	on_equip = equip_bow_heavy;
	on_unequip = unequip_bow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_H_03(C_Item)
{
	name = "Kriegsbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Kriegsbogen;
	damageTotal = Damage_Kriegsbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Kriegsbogen;
	visual = "ItRw_Bow_H_03.mms";
	on_equip = equip_bow_heavy;
	on_unequip = unequip_bow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Bow_H_04(C_Item)
{
	name = "Drachenbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_Drachenbogen;
	damageTotal = Damage_Drachenbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Drachenbogen;
	visual = "ItRw_Bow_H_04.mms";
	on_equip = equip_bow_heavy;
	on_unequip = unequip_bow_veryheavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Crossbow_L_01(C_Item)
{
	name = "Jagdarmbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_Jagdarmbrust;
	damageTotal = Damage_Jagdarmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_Jagdarmbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_Jagdarmbrust;
	visual = "ItRw_Crossbow_L_01.mms";
	on_equip = equip_crossbow_light;
	on_unequip = unequip_crossbow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_Jagdarmbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Crossbow_L_02(C_Item)
{
	name = "Leichte Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_LeichteArmbrust;
	damageTotal = Damage_LeichteArmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_LeichteArmbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_LeichteArmbrust;
	visual = "ItRw_Crossbow_L_02.mms";
	on_equip = equip_crossbow_light;
	on_unequip = unequip_crossbow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_LeichteArmbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Crossbow_M_01(C_Item)
{
	name = "Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_Armbrust;
	damageTotal = Damage_Armbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_Armbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_Armbrust;
	visual = "ItRw_Crossbow_M_01.mms";
	on_equip = equip_crossbow_medium;
	on_unequip = unequip_crossbow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_Armbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Crossbow_M_02(C_Item)
{
	name = "Kriegsarmbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_Kriegsarmbrust;
	damageTotal = Damage_Kriegsarmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_Kriegsarmbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_Kriegsarmbrust;
	visual = "ItRw_Crossbow_M_02.mms";
	on_equip = equip_crossbow_medium;
	on_unequip = unequip_crossbow_medium;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_Kriegsarmbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Crossbow_H_01(C_Item)
{
	name = "Schwere Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_SchwereArmbrust;
	damageTotal = Damage_SchwereArmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_SchwereArmbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_SchwereArmbrust;
	visual = "ItRw_Crossbow_H_01.mms";
	on_equip = equip_crossbow_heavy;
	on_unequip = unequip_crossbow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_SchwereArmbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Crossbow_H_02(C_Item)
{
	name = "Drachenjagerarmbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_Drachenjaegerarmbrust;
	damageTotal = Damage_Drachenjaegerarmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_Drachenjaegerarmbrust;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_Drachenjaegerarmbrust;
	visual = "ItRw_Crossbow_H_02.mms";
	on_equip = equip_crossbow_heavy;
	on_unequip = unequip_crossbow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_Drachenjaegerarmbrust;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_CROSSBOW_ORC(C_Item)
{
	name = "Ork-Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = 200;
	damageTotal = 100;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = 100;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = 100;
	visual = "ItRw_Crossbow_H_02.mms";
	on_equip = equip_crossbow_veryheavy;
	on_unequip = unequip_crossbow_veryheavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = 100;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_CROSSBOW_ORC_LIGHT(C_Item)
{
	name = "Leichte Ork-Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = 100;
	damageTotal = 60;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = 80;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = 80;
	visual = "ItRw_Crossbow_L_02.mms";
	on_equip = equip_crossbow_heavy;
	on_unequip = unequip_crossbow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = 80;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_DIEGO_BOW(C_Item)
{
	name = "Diegos Blick";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = value_itrw_diego_bow;
	damageTotal = 170;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = cond_value_itrw_diego_bow;
	visual = "ItRw_Bow_M_04.mms";
	on_equip = equip_bow_heavy;
	on_unequip = unequip_bow_heavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_WHITEBOW(C_Item)
{
	name = "Nordmarer Bogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = 3000;
	damageTotal = 180;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = 160;
	visual = "ItRw_Bow_M_06.mms";
	on_equip = equip_bow_veryheavy;
	on_unequip = unequip_bow_veryheavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Addon_MagicBow(C_Item)
{
	name = "Magischer Bogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_MagicBow;
	damageTotal = Damage_MagicBow;
	damagetype = DAM_MAGIC;
	on_equip = equip_bow_01;
	on_unequip = unequip_bow_01;
	munition = ItRw_Addon_MagicArrow;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_BOW";
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_MagicBow;
	visual = "ItRw_Bow_H_04.mms";
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Addon_FireBow(C_Item)
{
	name = "Feuerbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW;
	material = MAT_WOOD;
	value = Value_FireBow;
	damageTotal = Damage_FireBow;
	damagetype = DAM_MAGIC;
	munition = ItRw_Addon_FireArrow;
	on_equip = equip_bow_01;
	on_unequip = unequip_bow_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_FIREBOW";
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_FireBow;
	visual = "ItRw_Bow_H_04.mms";
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRw_Addon_MagicCrossbow(C_Item)
{
	name = "Magische Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_CROSSBOW";
	value = Value_MagicCrossbow;
	on_equip = equip_crossbow_01;
	on_unequip = unequip_crossbow_01;
	damageTotal = Damage_MagicCrossbow;
	damagetype = DAM_MAGIC;
	munition = ItRw_Addon_MagicBolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_MagicCrossbow;
	cond_atr[1] = ATR_DEXTERITY;
	cond_value[1] = Condition_MagicCrossbow;
	visual = "ItRw_Crossbow_H_01.mms";
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[4] = NAME_Dex_needed;
	count[4] = Condition_MagicCrossbow;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITRW_ADDON_MAGICCROSSBOW_SHV(C_Item)
{
	name = "Vollstrecker";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_DEMONELIGOR";
	value = 10000;
	damageTotal = 1500;
	damagetype = DAM_MAGIC;
	munition = itrw_addon_magicbolt_shv;
	visual = "ItRw_Crossbow_H_05.mms";
	on_equip = equip_crossbow_veryheavy;
	on_unequip = unequip_crossbow_veryheavy;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[4] = "Zum Schie?en werden die 'Bolzen des Vollstreckers' benotigt...";
	text[5] = NAME_Value;
	count[5] = value;
};